Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What do you think of Fizban's races, subclasses feats and spells?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ECMO3" data-source="post: 8441286" data-attributes="member: 7030563"><p>This is a legitimate argument. AE is costly to prepare, and even more costly to know for an AT or Ranger and it is rare you get the bonus damage out of it (because when you use it the enemy is usually immune). I have found myself in this dilima before because AE is really good when you need it, but costly to have on your list when you don't.</p><p></p><p>ATs are the worst because there are 3 1st level spells I really want (shield, find familiar, absorb elements) and I can only take 1. </p><p></p><p></p><p>The numbers work against this. To fail concentration you have to both get damaged and fail the save, and the save is easy more often than not. There is a lot of factors here obvioulsly, what are you fighting, what is your AC, what is your constitution, are you a front liner, but IME concentration generally lasts more than 2 turns.</p><p></p><p>I would argue because damage is higher, the difference with extra attack for a non-caster is actually is the reverse of your argument and tilts more in favor of the spell feat. The spell slots for a caster mean they can cast it more, but the guy without slots is less likely to be concentrating on something else. Since Hex does more damage, with extra attack this increases the per-turn damage difference in favor of the spell. From a math point of view, with extra attack even if you only get 2 turns out of hex, it is going to still be on par with 3 turns of damage from GMD. I think battles that last 3 turns or less are more common than battles that you lose concentration in 2 turns. So in general you are not going to lose anything and you have the opportunity for significantly more due to the longer duration.</p><p></p><p>Assuming we are talking about the magic initiate feat with hex. I think Hex is going to do more damage per day on average, what would really determine which feat is better is how you weigh the disadvantage from hex and the 2 warlock cantrips against what in play will usually be at-will elemental resistance as a reaction.</p><p></p><p></p><p></p><p>I would not say Clerics and Druids have plenty of spells. Certainly my clerics don't (although they are low level). Healing Word is our go to first level heal spell.</p><p></p><p>I think healing between battles usually comes from Paladins, Goodberrys or potions. Assuming there is no time for a short rest.</p><p></p><p>I think your comment about Wizards is off the mark. Consider a Divine Soul is considered one of the best sorcerer subclasses and it is because they get access to cleric spells. They still hurl plenty of damaging spells though. I think Cure Wounds makes sense for a wizard because they have no other healing option other than false life and false life will not bring up downed allies. That is where I think it would be used the most is to revive downed allies and get them back in the fight.</p><p></p><p>If you are really playing strict RAW, in tier 2 reviving downed allies is extremely important, both to keep them from making death saves and to get them back in the fight. When an ally goes down you need to get them back up even if as nothing more than another target for a couple enemy turns. That is generally more important from an action economy point of view than dealing damage is. A lot of DMs house rule this and give exhaustion if you are downed or some other mechanic to complicate this play style, but strict RAW this is important and it is what I think the most common use of cure wounds for a wizard or any other character (although as you mentioned healing word is better for this).</p><p></p><p>I am curious though about why you think it could make sense for a sorcerer in some cases but not a wizard?</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8441286, member: 7030563"] This is a legitimate argument. AE is costly to prepare, and even more costly to know for an AT or Ranger and it is rare you get the bonus damage out of it (because when you use it the enemy is usually immune). I have found myself in this dilima before because AE is really good when you need it, but costly to have on your list when you don't. ATs are the worst because there are 3 1st level spells I really want (shield, find familiar, absorb elements) and I can only take 1. The numbers work against this. To fail concentration you have to both get damaged and fail the save, and the save is easy more often than not. There is a lot of factors here obvioulsly, what are you fighting, what is your AC, what is your constitution, are you a front liner, but IME concentration generally lasts more than 2 turns. I would argue because damage is higher, the difference with extra attack for a non-caster is actually is the reverse of your argument and tilts more in favor of the spell feat. The spell slots for a caster mean they can cast it more, but the guy without slots is less likely to be concentrating on something else. Since Hex does more damage, with extra attack this increases the per-turn damage difference in favor of the spell. From a math point of view, with extra attack even if you only get 2 turns out of hex, it is going to still be on par with 3 turns of damage from GMD. I think battles that last 3 turns or less are more common than battles that you lose concentration in 2 turns. So in general you are not going to lose anything and you have the opportunity for significantly more due to the longer duration. Assuming we are talking about the magic initiate feat with hex. I think Hex is going to do more damage per day on average, what would really determine which feat is better is how you weigh the disadvantage from hex and the 2 warlock cantrips against what in play will usually be at-will elemental resistance as a reaction. I would not say Clerics and Druids have plenty of spells. Certainly my clerics don't (although they are low level). Healing Word is our go to first level heal spell. I think healing between battles usually comes from Paladins, Goodberrys or potions. Assuming there is no time for a short rest. I think your comment about Wizards is off the mark. Consider a Divine Soul is considered one of the best sorcerer subclasses and it is because they get access to cleric spells. They still hurl plenty of damaging spells though. I think Cure Wounds makes sense for a wizard because they have no other healing option other than false life and false life will not bring up downed allies. That is where I think it would be used the most is to revive downed allies and get them back in the fight. If you are really playing strict RAW, in tier 2 reviving downed allies is extremely important, both to keep them from making death saves and to get them back in the fight. When an ally goes down you need to get them back up even if as nothing more than another target for a couple enemy turns. That is generally more important from an action economy point of view than dealing damage is. A lot of DMs house rule this and give exhaustion if you are downed or some other mechanic to complicate this play style, but strict RAW this is important and it is what I think the most common use of cure wounds for a wizard or any other character (although as you mentioned healing word is better for this). I am curious though about why you think it could make sense for a sorcerer in some cases but not a wizard? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What do you think of Fizban's races, subclasses feats and spells?
Top